Type: Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Background: Frenzy is a brute. He goes in and out, launching quick and powerful attacks, leaving the opponent maimed and out cold. He often does the dirty work of the team.

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Starmie (Soundwave) (Genderless)
Nature: Timid (-Atk, +Spe, +20% ACC)

Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Illuminate:
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Command: (Ability: Illuminate)

Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Analytic: (DW)
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Background: A high-pitched whining noise. A flash. A massive roar as the beam of energy launches into his opponent, knocking it into next week. Optimus often relies on Soundwave to help cover his weaknesses, just as Soundwave does for Optimus.

Flying: *Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities
Insomnia
Type: Inate
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Super Luck
Type: Inate:
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

DW: Moxie
Type: Inate
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Steadfast
Type: (Innate)*
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Justified (DW)
Type: (Innate)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Rebound
Type: (Innate)*
When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.

Storm Drain
(Innate)*
This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.

Flare Boost (DW)
Type: (Innate)*
This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

Abilities:
Unaware
Type: (Innate)*
When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Klutz (DW)
Type: (Can be disabled)*
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

Types: Ghost/SteelGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Types: WaterWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.Damp (DW LOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Types:Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Nature: Jolly (15% increase to speed, 1 stage decrease to SpA, 22% flat acc boost to attacks)Type: Dark/WaterDark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Abilities:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

"Huh? What?" *Unplugs headphones, but Supremacy continues to play.*
"Hmm... My Slawter may be a bit older, but Rodney is far better-trained."
(Thank god the demon Sableye isn't here.)
"Okay, let's start with my... Pride and joy. Let's go Pride!"
"My name is justly earned, for I am the greatest warrior in all the land, even in this stage."

"Pride, let's go down fighting. We will remember this insult."
"There will be no doubt. I will come out on top.Waterfall-Rock Blast-Waterfall
"Say wha- oh. Good. Hahahaha. You apparently forget what happens to charging attacks when struck by multi-hit ones."
(If Rock Blast misses, just... Ugh.)

Privatyke: I see that our situation is a poor one.
Complications: that it is, but let us make the most of it.Waterfall+Waterfall-Cooldown (Waterfall)-Waterfall+Aqua Jet
If Pyroak uses Protect, use Recover and push actions back.
If Pyroak uses a combo A1, change A1 to Waterfall+Aqua Jet